AGameAWeek 2019

Off we go again!
Having tweaked the absolute bare minimum in my framework, and not really had time for much more, it's already 2019, and already time to get things going once again.
Oh dear god, help me!!!

I fully intend to release a version of the framework soon, but time hasn't been great over the past couple of weeks. The insanity of the Advent thing, coupled with Xmas and family and whatnot, and then starting on this rather large game.. It's all been a bit chaotic. But I'll aim to get the release ready ASAP.

Futrinos

This is a sequel to the earlier game, Futrino.
Scour the world, blasting away at barrels, to try to find the three hidden floppy disks within each level.
Take the disks home to save the level, and move on to the next.

There are two game modes, Arcade and Explorer. Arcade has smaller levels whilst Explorer contains much more lengthy worlds to explore.
Hopefully you can find the right mode for you.

Orbital Annihilation

You've blasted off in a bad mood, and are taking it out on all the living things in the system.
Blast the targeted planet to score extra bonus points.

Why? 'cos Videogames!!

Controls

- Tilt a bit - Shoot a missile

This game's just a simple Highscore-Battler, really, but I think it turned out quite nicely.
Given I only started it a few days ago, and had no flaming idea what the hell I was coding, it's not a bad little game.

For the past couple of weeks, I've been trying my damndest to get a Chess Puzzle game working, but .. In the end, it failed, mostly because I didn't quite plan ahead well enough, and my own AI code became horribly confounded!
Bah, humbug..
Instead, then, I've opted to make a game that I KNOW will work a little better.

After months (literally months!) of trying to decide the best way to draw the background, (without my rubbish 3DS screen making it blurry as all hell) I've finally come up with a neat enough representation of the classic "Grass and Stars" graphical style.

Controls

A slight detour, this week.
Someone emailed me asking for a card game, and when I looked into ways to get my Framework to handle a deck of cards, the results weren't good.
The framework's great at tiles, and tons of little sprites and even a decent selection of big sprites.. But a large selection of large card sprites had it at breaking point.

New framework continues to grow.
I've added basic drag'n'drop to the card code, today, but have yet to deal with "rules", and .. it's still a little quirky in places!!
But it's a good enough start, I reckon.

Last few tweaks to Strings are finished, and the new "end of round" scoreboard is mostly working.
Again, the hardest part of this being how to account for all the different future games I'd like to implement into the "shoebox"...
I really do need to fix up this screen, though.
So much space, but, it's cramped into a tiny space.. d'oh..

Last year, after I started Foldapuz, AGameAWeek took a bit of a detour.. I wasn't particularly proud of switching from "Proper AGameAWeek" to the smaller form of pen and paper games.
But they certainly helped to up the numbers, so that's ok!

This year, I started with a plan to make "Proper AGameAWeek", but then Shoebox of Games interfered, and now I'm even considering making a browser based "Arcade'y games" collection to go with Shoebox.

I've not done a "Proper AGameAWeek" downloadable game since February.
Shockingly bad..

Started the lengthy task of adding Shoebox and Foldapuz games to my AGameAWeek archive.

Each game requires 2 screenshots, a logo, an icon, and a neat little combo thing that works as a banner/icon for the game,
Then I have to upload it to the site, tweak (database access..) the date on the post to match roughly when the game was released, and write a short description, and add links and such.

It's taken all sodding day to go through the Foldapuz games.
Tomorrow, Shoebox's turn..
Urgh...